glClearColor (0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
makeImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
/* 定义纹理 */
glTexImage2D(GL_TEXTURE_2D, 0, 3, ImageWidth,
ImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, &Image[0][0][0]);
/* 控制滤波 */
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
/* 说明映射方式*/
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
/* 启动纹理映射 */
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_FLAT);